Broken Lands NPC's and Prc's and such updated 06/05/06

Graywolf-ELM

Explorer
This thread is for the posting of NPC's, PC's, Monsters, Prc's, and encounters from the Broken Lands game that I am running for our gaming group. I've messed around up and down CR, ECL for encounters, and am trying to clue in on a sweet spot for this Orc warband. Occasionally I end up with a stronger encounter than they can handle, and they've had to back down. Otherwise they tend to stomp what I often this is a moderate encounter. Some of this is due to my learning to DM well enough, all over again. Many years without playing here, but I think I'm getting better. For the most part we seem to be having good fun.

If this thread gets very long, I'll start posting links here to different points in the thread.

GW

Comments are welcome.
 
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Graywolf-ELM

Explorer
Buimbu Dragonkin, Kobold Male Warrior/Sorcerer/Ancestral

Description:
Buimbu Dragonkin, Kobold Male Sorcerer/Ancestral 6/3 <Ancestral Prc>
Languages: Kobold, Common, Undercommon

NPC, male Kobold War1/Sor6/Anc3: CR 9; Small Humanoid (kobold); HD 1d8+6d4+3d8; hp 36; Init +4; Spd 30 ft; AC 20 Touch 16, FF 16(+2 bracers of armor, +4 Dex, +1 size, +2 Nat AC, +1 misc); BAB +6; Melee Claw/Bite +0/-5 (1d3/1d4); SA spells, Heritage, Claws and bite, Breath weapon, Keen senses; SQ kobold traits, summon familiar; AL LE; SV Fort +5, Ref +7, Will +7; Str 8, Dex 19, Con 10, Int 11, Wis 8, Cha 13.

Skills and Feats: Balance +4, Knowledge (arcana) +8, Move Silently +4, Listen +4, Spot 3, Concentration +5, Escape Artist +4, Hide +8, ; Combat Casting, Silent Spell, Simple Weapon proficiency, Improved Unarmed Strike

Sorcerer Spells Known (cast 6/6/6/6/4): 0th -Slurm's Smoking Spittle, Arcane Mark, Daze, Flare, Message, Ray of Frost, Seeming of the Dragon, Slurm's Follicular Agitation; 1st - Cause Fear, Burning Hands, Charm Person, Mage Armor, Magic Missile/Dragon Bolt; 2nd - Invisibility, Cat's Grace, Scorching Ray, Bull's Strength; 3rd -Summon Monster III, Fly, Hold Person; 4th -Fire Shield, Arcane Eye.

Heritage (Ex): At first level, the player chooses the type of dragon, and his scales alter to reflect the colour of their patron dragon.

Natural Armour Class (Ex): At 1st level, an ancestral gains an increase to the character's existing natural armour +1

Claws and bite (Ex): At 2nd level, an Ancestral gain claw (1d3) and bite(1d4) attacks if he does not already have them. An Ancestral is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.

Breath weapon (Su): At 3rd level, the Ancestral gains a minor breath weapon. Red Dragon Fire Type Cone. DC 10+class+Cha = 20 for 2d6

Keen senses (Ex): An Ancestral sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Equipment:
Spear, bracers, dagger, potion, potion, Ring, Belt Pouch, Sack, ring, potion, 10-Darts, Oil Flasks(used).

Money:
besides his personal items and pouch with coins 18 gp, 8sp, 5cp, there is a small tribal horde, which he is keeping.

Appearance:
Buimbu is a short humanoid about the size of a Halfling. He has a scaly hide with a red tinge; his tail is beginning to form new scales, with little bumps growing along the top, and a doglike head with two reddish horns. The beginning of a horn is forming on his nose. Smoke wafts up from his mouth and nose when he becomes angry. A slight smell of sulfur is present when he is around.

Background:
Buimbu rose to power in his tribe through sheer determination and his abilities as a sorcerer. During an argument with the Tribe leader, Buimbu found his ability to breathe fire, while ending the argument and gaining tribal leadership at the same time. He is using sorcery to create a new breed of Kobold (courtesy of Arwink on his clockwork golem website) for stealth, and a heartier breed for combat.

Tactics:
Against Superior numbers, he will direct his tribe to use missile weapons. He will throw his flask of oil, and breath on the enemies, lighting the oil, and doing breath weapon damage. fire damage subsequent rounds from burning oil per DMG/PHP.

If forced into melee combat, he will attempt to quaff his magic fang potion, and attack with his natural weapons. Prep time will have him casting his Buff spells and Invisibility before melee.

If in a negotiation or parley is happening, he will enhance himself with seeming of the Dragon, if this goes bad, he will use Slurm's Follicular agitation to show his displeasure.
 
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snotling

Explorer
Here is the goblin Rogue at level 5.

Rhgl Ynhgwthp NE

Rog5 Goblin 3'1" 40 lbs
Levels Race Height Weight

Str 12 +1
Dex 20 +5
Con 14 +2
Int 17 +3
Wis 9 -1
Cha 10 +0

HP 23

SKILLS
Skill Name Total
Appraise 3
Balance 6
Bluff 4
Climb 6
Concentration 2
Craft (Carpentry) 9
Craft (Weaponsmith) 11
Diplomacy 5
Disguise 0
Escape Artist 5
Forgery 3
Gather Information 0
Heal -1
Hide 20
Intimidate 0
Jump 7
Knowledge (Local) 7
Knowledge (Other) 4
Listen 7
Move Silently 15
Open Lock 8
Perform 0
Ride 9
Search 4
Sense Motive -1
Sleight of Hand 8
Spot 5
Survival -1
Swim -3
Tumble 12
Use Rope 5

FEATS/SPECIAL ABILITIES
Alertness
Armor Proficiency (Light)
Improved Initiative
Simple Weapon Proficiency
Darkvision *
Sneak Attack (Rog)
Evasion (Rog)
Uncanny Dodge (Rog)
Trapfinding (Rog)
Trap Sense (Rog)


EQUIPMENT
Shortspear +1
Pouch, belt
Sack
Shield, light wooden
Studded leather
Waterskin
Cloak of Elvenkind
16 Daggers
 
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Graywolf-ELM

Explorer
Political map of the Broken Lands area and map showing tribal boundaries.
 

Attachments

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frankthedm

First Post
snotling said:
Here is the goblin Rogue at level 5.

It needs feets and equipment, how bout these
potion of invisibility. Masterwork dagger, 6 daggers, masterwork studded leather, backpack, climber's kit, 3 flasks of alchemist fire, 2 flasks acid.
feats: Two weapon fighting, quick draw.
 


frankthedm

First Post
Rock Lobber tribe Hill Giant- Steel skinned-lobber[war4]
Size/Type:Large Giant
Hit Dice: 16d8+ 64=144
Initiative: +0
Speed: 30 ft. in full plate armor (6 squares); base speed 40 ft.
Armor Class: 28 (-1 size, +0 Dex, +9 natural, +2 large wooden shield [door]+8 full plate armor), touch 9, flat-footed 27
Base Attack/Grapple:+13/+24
Attack :Greatsword +19 melee (3d6+10) or slam +19 melee (1d4+7) or rock +14 ranged (2d6+7 19-20 crit) or masterwork throwing rock +15 ranged (2d6+7 19-20 crit)
Full Attack: Greatsword +19/+14/+7 melee (3d6+10) or 2 slams +17 melee (1d4+7) or rock +14 /+9/+4 ranged (2d6+7 19-20 crit) or masterwork throwing rock +15/+10/+5 ranged (2d6+7 19-20 crit)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +14, Ref +5, Will +8
Abilities: Str 25, Dex 10, Con 18, Int 6, Wis 13, Cha 4
Skills: Climb +7, Jump +7, Listen +4, Spot +11
Feats: point blank shot [ 1hd} {far shot [240’ rock increment]{3hd} Weapon Focus (thrown rock){6hd}, quickdraw{9hd} improved critical [thrown rock]{12hd} Iron will{15HD}
Challenge Rating: 9
Treasure: Standard, plus reinforced bags, 6 masterwork throwing rocks 50lb each & 6 or more normal rocks 50 lb each 2 potions of See invisibility in dagger hilt vials.
Alignment: Often chaotic evil
Note on loads: Up to 400lb Light, 800lb medium 1200max.
 
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frankthedm

First Post
Rock Lobber tribe Hill Giant- Boss hurl [war10]
Size/Type:Large Giant
Hit Dice: 12d8+36 +10d8+30 =(171hp)
Initiative: +1
Speed: 30 ft. in full plate (6 squares); base speed 40 ft.
Armor Class: 32(-1 size, +1 Dex, +9 natural, +3 large wooden shield [door]+9 full plate armor), touch 9, flat-footed 31
Base Attack/Grapple:+19/+28 [str +8 dex+1
Attack: Masterwork Greatsword +29 melee (3d6+12) or slam +28 melee (1d4+7) or rock +21 ranged (2d6+8 19-20 crit) or masterwork throwing rock +22 ranged (2d6+7 19-20 crit)
Masterwork Greatsword +29 /+24/+19/+14 melee (3d6+12) or 2 slams +28 melee (1d4+7) or rock +21 /+16/ +11 /+6 ranged (2d6+8 19-20 crit) or masterwork throwing rock +22/+17/+12/+7 ranged (2d6+7 19-20 crit)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +18, Ref +7, Will +10
Abilities: Str 26, Dex 13, Con 16, Int 6, Wis 12, Cha 4
Skills: Climb +8, Jump +8, Listen +4, Spot +17
Feats: point blank shot {1hd}, far shot [240’ rock increment]{3hd} Weapon Focus (thrown rock){6hd}, quickdraw{9hd} improved critical [thrown rock]{12hd} Iron will {15} precise shot [18] rapid shot{21}
Challenge Rating: 13
Treasure: Standard, +1 giant sized full plate, +1 giant sized large wooden shield, +1 returning dwarf bane boulder plus reinforced bags, 6 masterwork throwing rocks 50lb each & 6 or more normal rocks 50 lb each
Alignment: Often chaotic evil
 

Graywolf-ELM

Explorer
Nothing terribly special about these two, but they were used in an attempt to gauge the abilities of the party. The pair were hunting in a region that the party travelled through. Spot checks by the party kept a surprise round from happening. They lasted about 2 rounds, maybe 3.

Wyvern Female ElfBlood; Wyvern: CR 6; Size L; HD 7d12+14; hp 63; Init +1; Spd 20 ft, fly 60 ft. (poor); AC 18, touch 10, FF 17; BAB +7/+2; Grapple +15; Atk: +10 melee (1d6 + 4 plus poison, Sting), +8 melee (2d8 + 4, bite), +8/+8 melee (1d8 + 2, wings), +8/+8 melee (2d6 + 4, talons); SA Poison, improved grab; SQ Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +6; Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9.
Languages spoken: Draconic, but usually don't bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator
Skills and Feats: Appraise -2, Balance +1, Bluff -1, Climb +4, Concentration +2, Craft (Armorsmith) -2, Craft (Bowmaking) -2, Craft (Gemcutting) -2, Craft (Locksmithing) -2, Craft (Trapmaking) -2, Craft (Weaponsmith) -2, Craft (Other) -2, Diplomacy -1, Disguise -1, Escape Artist +1, Forgery -2, Gather Information -1, Heal +1, Hide +7, Intimidate -1, Survival +1, Jump +4, Listen +13, Move Silently +11, Perform -1, Control Shape +1, Perform (Act) -1, Ride +1, Perform (Comedy) -1, Search -2, Sense Motive +1, Spot +16, Swim +4, Use Rope +1, Perform (Dance) -1, SkillName -2, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) +1; Ability Focus, Alertness, Flyby Attack, Multiattack.
Possessions: Talons (0 gp, 0 lb).

Wyvern-Male Ringscale; Wyvern: CR 6; Size L; HD 7d12+14; hp 60; Init +1; Spd 20 ft, fly 60 ft. (poor); AC 18, touch 10, FF 17; BAB +7/+2; Grapple +15; Atk: +10 melee (1d6 + 4 plus poison, Sting), +8 melee (2d8 + 4, bite), +8/+8 melee (1d8 + 2, wings), +8/+8 melee (2d6 + 4, talons); SA Poison, improved grab; SQ Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +6; Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9.
Languages spoken: Draconic, but usually don't bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator
Skills and Feats: Appraise -2, Balance +1, Bluff -1, Climb +4, Concentration +2, Craft (Armorsmith) -2, Craft (Bowmaking) -2, Craft (Gemcutting) -2, Craft (Locksmithing) -2, Craft (Trapmaking) -2, Craft (Weaponsmith) -2, Craft (Other) -2, Diplomacy -1, Disguise -1, Escape Artist +1, Forgery -2, Gather Information -1, Heal +1, Hide +7, Intimidate -1, Survival +1, Jump +4, Listen +13, Move Silently +11, Perform -1, Control Shape +1, Perform (Act) -1, Ride +1, Perform (Comedy) -1, Search -2, Sense Motive +1, Spot +16, Swim +4, Use Rope +1, Perform (Dance) -1, SkillName -2, Perform (Keyboard) -1, Perform (Oratory) -1, Perform (Percussion) -1, Perform (String) -1, Perform (Wind) -1, Perform (Sing) -1, Perform (Rituals) -1, Profession (Apothecary) +1; Ability Focus, Alertness, Flyby Attack, Multiattack.
Possessions: Talons (0 gp, 0 lb).


A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail.
A wyvern's body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton.
Wyverns speak Draconic, but usually don't bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.
 

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